ref: c7e3aed0b86b1a06151a38db914135255b760118
dir: /engine/events/hidden_objects/gym_statues.asm/
GymStatues: ; if in a gym and have the corresponding badge, a = GymStatueText2_id and jp PrintPredefTextID ; if in a gym and don't have the corresponding badge, a = GymStatueText1_id and jp PrintPredefTextID ; else ret call EnableAutoTextBoxDrawing ld a, [wSpritePlayerStateData1FacingDirection] cp SPRITE_FACING_UP ret nz ld hl, .BadgeFlags ld a, [wCurMap] ld b, a .loop ld a, [hli] cp $ff ret z cp b jr z, .match inc hl jr .loop .match ld b, [hl] ld a, [wBeatGymFlags] and b cp b tx_pre_id GymStatueText2 jr z, .haveBadge tx_pre_id GymStatueText1 .haveBadge jp PrintPredefTextID .BadgeFlags: db PEWTER_GYM, %00000001 db CERULEAN_GYM, %00000010 db VERMILION_GYM,%00000100 db CELADON_GYM, %00001000 db FUCHSIA_GYM, %00010000 db SAFFRON_GYM, %00100000 db CINNABAR_GYM, %01000000 db VIRIDIAN_GYM, %10000000 db $ff GymStatueText1:: text_far _GymStatueText1 text_end GymStatueText2:: text_far _GymStatueText2 text_end